1.7 BETA1 Necromancer Feedback/Thoughts
Posted: Tue Jul 14, 2020 3:18 am
(sorry if this isn't quite the proper place for this)
My personal 1.7cromancer thoughts after playing a run up to the Master:
-Levelling Night Sphere is entirely irrelevant due to the damage and duration increase both being rendered moot by Erupting Shadows, which increases the damage by much much more and with a single point allows you to easily prolong the duration of a bane indefinitely as the damage burst itself procs the duration boost, meaning you need only inflict at least 1 dark proc every 2 turns which necro should have absolutely no trouble doing (Spikes of Decrepitude in particular makes it entirely automatic although that does require that you eschew infusions)
-On that note I managed to get a 31-turn confusion on Rantha with little effort
-Runeskin should probably use 0.1f for its crit chance display as a single truncated digit really isn't telling me much at all
-Ghouls actually summon much more slowly than skellies at low level (1/29 turns for TL1 ghoul vs. 1/14 turns for TL1 skellies)
-River of Tortured Souls being made a sustain so you can cancel it easily is clever. I like it.
-My Armored Skellies keep disarming me w/ Acid Wave which is Bad Bad Bad
-Ghouls feel quite nice by contrast, give some nice utility and the splodey spells deal nice damage. They guzzle souls tho (kind of odd since aren't they supposed to be weak but disposable?)
-The graphic for Putrescent Liquefaction does not appear to actually change size accordingly with its radius
-Damage feels kind of high esp. due to how many strong DoTs you can stack (River of Souls in particular is insane, burn 1 soul per turn for a very very strong AoE blast per turn for 5 turns???) although defensively it's kind of bad, with little defense outside of Hiemal Shield. If an enemy lasted long enough against my DPS to take down my shield things felt very very risky.
- On that note, the teleport being borked was a huge downer and made the class feel much more vulnerable than it otherwise would have.
- Across the Veil works quite well for saving me when I'm in trouble -- the huge damage spike alone often ended fights that I otherwise wasn't sure I could win
-The new Invoke Darkness is very good -- hits a huge area, good damage, low cost, low cooldown. I love the widebeam and want to see it used more but I'm not sure if this is the most appropriate place for it -- I often felt like I barely needed any of the class's other AoEs when what should be a basic BnB spell eclipsed (hue) them all.
-Spikes of Decreptitude easily reveals stealthed targets (not really a problem per se as casters just generally rofl at stealth as a whole but it is funny)
- Call of the Mausoleum checks your Necrotic Aura (externally renamed Aura of Undeath) radius to determine its summon radius. It does not tell you this, and instead simply displays a radius of zero if you do not have Aura of Undeath active.
- Even with both Dire Plague and End of All Hope maxed out, the actual chance of the interaction occurring is very low -- only about 58% per instance of the effect triggering off of a given enemy given DP running through its entire base duration. I get that it's supposed to be more for crowds but necro already hardly has trouble dealing with swarms of weak enemies (just Invoke Darkness alone is a 10/10 trash delete button), and has much bigger problems dealing with swarms of strong enemies than simply needing to hit them a bit harder, and even in the case where you do have a lot of enemies I don't think a 58% chance per enemy for the interaction to occur is even worthwhile unless you're literally swamped.
- This also makes it rather useless for harvesting souls from enemies in battle
- I had huge issues doing Celia's tomb as I couldn't actually regain souls very effectively against the coffin bosses despite Soul Leech
- Neverending Unlife's rez condition seems significantly less useful on sub-Intense diffs as you will almost never be able to even find let alone kill an applicable creature in time to save yourself (although granted by the time you go lich only bosses will really be able to threaten you anyways)
- Also trying to self-kill for lichform is actual AIDS
- The lichform ceremony doesn't seem to actually consume energy? It just requires it
- Black Ice feels like it should be the first in its tree yet it is the second (low cooldown middling damage single-target spell vs. high damage AoE)
- Impending Doom is the only thing in Necro's entire kit that does Arcane damage.
I'd say the class is pretty strong. I wasn't in trouble very often while playing, and the Master in particular went down extremely easily. Things that did give me trouble and why:
- a Temporal Stalker chest boss that rolled Mindslayer and Cursed (just could not weather the damage it was putting out, and with Ghost Walk busted I couldn't get away; I got killed twice and in the end just console'd it away)
- Urkis (lightning pinging off of my ghouls lol -- still lived but it was dicey)
- Coffin bosses in LHC (not really hard per se but I couldn't really keep my souls topped up effectively against them which made things Quite Tedious)
- Celia (my own stupidity, I forgot I had eggsac and couldn't actually see her through my reduced lite radius so I wasted several turns just trying to find her while she blasted me)
I kind of regretted putting a cat point in Age of Dusk because I feel that it didn't actually offer much I wanted in the end -- just good-but-not-spectacular darkness AoE on a class that already has a stellar bar set for that, a synergy passive that was functionally useless, and some saves and a resistance to an admittedly very irritating status effect. I eschewed using Ghost Walk as it doesn't work properly and did not use River of Souls past a certain point as it seems very overpowered in its current state. My build was kind of messy; I was sort of going for a Darkness build based around Nightfall but I don't think I really got it to come together very coherently. I didn't really touch the bones, dread, chill, waste, or death trees much. I'll probably do more runs with the trees I didn't use (although I don't intend to touch Bones until the minions stop constantly disabling me).
I really like the class's basic concept, although the issues listed above and it overall feeling a bit overpowered drag it down a bit. I can see myself playing it a lot more esp. when it's more polished.
I think Across the Veil might need a cooldown of some sort because it seems to me that you can easily just heal yourself above the threshold over and over with totems, infusions, etc. for insane damage.
My personal 1.7cromancer thoughts after playing a run up to the Master:
-Levelling Night Sphere is entirely irrelevant due to the damage and duration increase both being rendered moot by Erupting Shadows, which increases the damage by much much more and with a single point allows you to easily prolong the duration of a bane indefinitely as the damage burst itself procs the duration boost, meaning you need only inflict at least 1 dark proc every 2 turns which necro should have absolutely no trouble doing (Spikes of Decrepitude in particular makes it entirely automatic although that does require that you eschew infusions)
-On that note I managed to get a 31-turn confusion on Rantha with little effort
-Runeskin should probably use 0.1f for its crit chance display as a single truncated digit really isn't telling me much at all
-Ghouls actually summon much more slowly than skellies at low level (1/29 turns for TL1 ghoul vs. 1/14 turns for TL1 skellies)
-River of Tortured Souls being made a sustain so you can cancel it easily is clever. I like it.
-My Armored Skellies keep disarming me w/ Acid Wave which is Bad Bad Bad
-Ghouls feel quite nice by contrast, give some nice utility and the splodey spells deal nice damage. They guzzle souls tho (kind of odd since aren't they supposed to be weak but disposable?)
-The graphic for Putrescent Liquefaction does not appear to actually change size accordingly with its radius
-Damage feels kind of high esp. due to how many strong DoTs you can stack (River of Souls in particular is insane, burn 1 soul per turn for a very very strong AoE blast per turn for 5 turns???) although defensively it's kind of bad, with little defense outside of Hiemal Shield. If an enemy lasted long enough against my DPS to take down my shield things felt very very risky.
- On that note, the teleport being borked was a huge downer and made the class feel much more vulnerable than it otherwise would have.
- Across the Veil works quite well for saving me when I'm in trouble -- the huge damage spike alone often ended fights that I otherwise wasn't sure I could win
-The new Invoke Darkness is very good -- hits a huge area, good damage, low cost, low cooldown. I love the widebeam and want to see it used more but I'm not sure if this is the most appropriate place for it -- I often felt like I barely needed any of the class's other AoEs when what should be a basic BnB spell eclipsed (hue) them all.
-Spikes of Decreptitude easily reveals stealthed targets (not really a problem per se as casters just generally rofl at stealth as a whole but it is funny)
- Call of the Mausoleum checks your Necrotic Aura (externally renamed Aura of Undeath) radius to determine its summon radius. It does not tell you this, and instead simply displays a radius of zero if you do not have Aura of Undeath active.
- Even with both Dire Plague and End of All Hope maxed out, the actual chance of the interaction occurring is very low -- only about 58% per instance of the effect triggering off of a given enemy given DP running through its entire base duration. I get that it's supposed to be more for crowds but necro already hardly has trouble dealing with swarms of weak enemies (just Invoke Darkness alone is a 10/10 trash delete button), and has much bigger problems dealing with swarms of strong enemies than simply needing to hit them a bit harder, and even in the case where you do have a lot of enemies I don't think a 58% chance per enemy for the interaction to occur is even worthwhile unless you're literally swamped.
- This also makes it rather useless for harvesting souls from enemies in battle
- I had huge issues doing Celia's tomb as I couldn't actually regain souls very effectively against the coffin bosses despite Soul Leech
- Neverending Unlife's rez condition seems significantly less useful on sub-Intense diffs as you will almost never be able to even find let alone kill an applicable creature in time to save yourself (although granted by the time you go lich only bosses will really be able to threaten you anyways)
- Also trying to self-kill for lichform is actual AIDS
- The lichform ceremony doesn't seem to actually consume energy? It just requires it
- Black Ice feels like it should be the first in its tree yet it is the second (low cooldown middling damage single-target spell vs. high damage AoE)
- Impending Doom is the only thing in Necro's entire kit that does Arcane damage.
I'd say the class is pretty strong. I wasn't in trouble very often while playing, and the Master in particular went down extremely easily. Things that did give me trouble and why:
- a Temporal Stalker chest boss that rolled Mindslayer and Cursed (just could not weather the damage it was putting out, and with Ghost Walk busted I couldn't get away; I got killed twice and in the end just console'd it away)
- Urkis (lightning pinging off of my ghouls lol -- still lived but it was dicey)
- Coffin bosses in LHC (not really hard per se but I couldn't really keep my souls topped up effectively against them which made things Quite Tedious)
- Celia (my own stupidity, I forgot I had eggsac and couldn't actually see her through my reduced lite radius so I wasted several turns just trying to find her while she blasted me)
I kind of regretted putting a cat point in Age of Dusk because I feel that it didn't actually offer much I wanted in the end -- just good-but-not-spectacular darkness AoE on a class that already has a stellar bar set for that, a synergy passive that was functionally useless, and some saves and a resistance to an admittedly very irritating status effect. I eschewed using Ghost Walk as it doesn't work properly and did not use River of Souls past a certain point as it seems very overpowered in its current state. My build was kind of messy; I was sort of going for a Darkness build based around Nightfall but I don't think I really got it to come together very coherently. I didn't really touch the bones, dread, chill, waste, or death trees much. I'll probably do more runs with the trees I didn't use (although I don't intend to touch Bones until the minions stop constantly disabling me).
I really like the class's basic concept, although the issues listed above and it overall feeling a bit overpowered drag it down a bit. I can see myself playing it a lot more esp. when it's more polished.
I think Across the Veil might need a cooldown of some sort because it seems to me that you can easily just heal yourself above the threshold over and over with totems, infusions, etc. for insane damage.